Special AbilitiesUniqueBounty Hunter +4 (+4 Attack against Unique enemies)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Splash 10 (If this character's attack hits, all characters adjacent to the target take 10 damage; save 11. If the attack misses, the target and all adjacent characters take 10 damage; save 11.)Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)

Force PowersForce 5Force Heal 40 (Force 2, replaces attacks: touch; remove 40 damage from a living character)Force Push 3 (Force 3, replaces turn: range 6; 30 damage to target and to each character adjacent to that target, and push back target and each character adjacent to that target 3 squares if Huge or smaller)

User Comments(Ruhk): A very deadly mini, quad attacking already on its own, there are a huge number of combos to improve this already stellar fig. Kota grants +3 att/+3 def, Bothan Noble grant an immediate twin attack, Han RH improves damage. I enjoy using the ASP-7 to move Cade in and out of position. If you're feeling dangerous, Gonks work too. FP3 is less useful than you think, but Heal 40 is great once he's tucked out of LOS.(Xanthan): Really great fig. Splash 10 is great when dealing with swarms but can be a drawback when based by a beatstick. Use Cade with R2 Astromech Droid and you have a nasty combo.

User Comments(Ruhk): Deliah is a very competitive piece. With both offensive and support capabilities. She can shoot for +15/30 on a unactivated unique, making her comparable to Han Solo, RH. But she can also move out and repair, and then mobile back into cover. Very useful. She works well when paired with Luke's SS, or in a TTD squad. Even having her hang out with an X-1 Viper is really great.

Special AbilitiesClose-Quarters Fighting (+4 Attack against adjacent enemies)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Wall Climber (This character ignores difficult terrain, enemy characters, low objects, and pits when moving as long as a square he occupies and a square he is moving into are adjacent to a wall)

User Comments(Ruhk): Not a bad piece, for 11 points he can get up to a +13 to hit for 20 damage, and wall climber helps to avoid Aoos and get him a little farther.

Special AbilitiesEvade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)Intuition (Once per round, after initiative is determined, this character can immediately move up to his speed before any other character activates)Mercenary (This character can move only if he cannot make an attack from his starting space)

User Comments(Ruhk): Another Merc to work with Nym, the Gotal is quite good, with intuition you can move into LOS if the enemy, and get off a double. +7 is the highest attack bonus on a merc yet I think.

Special AbilitiesDroid (Immune to critical hits; not subject to commander effects)Twin Attack (Whenever this character attacks, it makes 1 extra attack against the same target)

User Comments(Ruhk): You might think this guy is not very good, but think again! 17 def is one of the highest that a droid can get, plus he has access to gen grevious, and the BDO. double-twin @ +15, pretty good deal. Think of the Guard Droid as a discounted TTD.

Special AbilitiesFlanking Support (If this character combines fire against an enemy within 6 squares and the attack hits, that enemy has -4 Defense until the end of the round against allies that do not have Mounted Weapon.)Stable Footing (Not slowed by difficult terrain or low objects.)

User Comments(Ruhk): pretty good to run as CF fodder in spotter based squads.

User Comments(Imyurhukaberry): Very effective shooter for 24pts. Possible +18att 40dam vs unact'd Jedi. Mix him with General Windu or Darth Krayt (exactly 100pts for Dynamic Duo) and he becomes really nasty. (hint...with Gen Windu use R2 Astro to get the extra attack each round). Syn works well as a guard for Thrawn since he would almost always get a chance to use the Cunning Attack.

Special AbilitiesBounty Hunter +4 (+4 Attack against Unique enemies)Self Destruct 40 (When this character is defeated each adjacent character takes 40 damage)Stealth (If this character has cover, it does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

User Comments(Ruhk): My favourite non-unique in this set. great attack bonus, and Self Destruct 40 really messes with the enemy beats. Throw in a few commanders and these guys are deadly.

Special AbilitiesDouble Claw Attack (On his turn, this character can make 1 extra attack instead of moving; both attacks must be against adjacent enemies)Mercenary (This character can move only if he cannot make an attack from his starting space)Regeneration 10 (If this character doesn't move on his turn, remove 10 damage from him at the end of that turn)Rend +10 (If both of his attacks hit the same adjacent enemy, this character's second attack gets +10 Damage)

User Comments(Ruhk): one of only 2 reprints in this set, not much can be said new about the Trando merc. On his own he's pretty weak, and teamed with Nym, the Gotal Merc does outshine him. Regen and Rend are nice, but won't ever likely come into play.

Special AbilitiesUniqueFlight (Ignores difficult terrain, enemy characters, low objects, and pits when moving)Accurate Shot (Can attack an enemy with cover even if it's not the nearest enemy)Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Double Attack (On his turn, this character can make 1 extra attack instead of moving)Greater Mobile Attack (Can move both before and after attacking. This character can make extra attacks even if he moves this turn, but he must make them all before resuming movement)Missiles 30 (Replaces attacks: sight; 30 damage to target and to each character adjacent to that target; save 11)Penetration 10 (Enemies' Damage Reduction is reduced by 10 against this character's attacks)

User Comments(Ruhk): Quite possibly my favourite Fetts to date. +13 is his highest base attack yet, no Bounty Hunter, but does have Cunning Attack. Great Damage potential and with Greater Mobile + Flight, good luck get a shot in return. Missiles give him some long range swamr control and Penetration means that there's nothing he can't handle. Throw in a awesome CE for his faction, and I find him well worth his cost.

Special AbilitiesUniqueRegeneration 10 (If this character doesn't move on his turn, remove 10 damage from him at the end of that turn)Triple Attack (On his turn, this character can make 2 extra attacks instead of moving)

User Comments(Ruhk): a good representation on his KOTOR character, triple from range for a potential 90 damage is pretty scary, but his 17 def and only +10 means he'll take a lot fo damage and have some trouble hitting every attack.

Special AbilitiesCunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20)Double Attack (On her turn, this character can make 1 extra attack instead of moving)Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)

User Comments(Ruhk) Can be a good stand alone figure, but also works well with her Mando commanders. Consider the gunslinger as a equivalent to the Imperial's Storm Commando.

Special AbilitiesCunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round)Deadeye (On this character's turn, if he doesn't move, he gets +10 Damage)Stealth (If this character has cover, he does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)

User Comments(Ruhk): A nice grunt for the Mando, can do some pretty good damage on his own. I was hoping that he'd be a little cheaper, to finally give the mandos a low cost grunt like the stormies.

Special AbilitiesForce Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)Melee Attack (Can attack only adjacent enemies)Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)Vonduun Crab Armor 11 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)

User Comments(Ruhk): A nice improvement on the original YV Warrior. Hook this guy up with any number of the Vong commanders and he's twice as deadly. On his own, a +7 twin is nothing to sneeze at, plus he's got his slew of SAs to keep him in the game.

Special AbilitiesForce Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)Jedi Hunter (+4 Attack and +10 Damage against enemies with Force ratings)Melee Attack (Can attack only adjacent enemies)Thud Bug (Replaces attacks: range 6; 10 damage, living target is considered activated this round; save 11 negates. Huge and larger characters ignore the nondamaging effect.)Twin Attack (Whenever this character attacks, he makes 1 extra attack against the same target)Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)

User Comments(Ruhk): Wow, this figure + the Shaper have now single handedly taken the Vong to a competitive level. At 100 points, 3 JH and the shaper are the new meta. I can't say enough about these guys. This is the only piece that can go up against a JWM and come out on top, and he's cheaper to boot. 'nuff said.

Special AbilitiesForce Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities)Melee Attack (Can attack only adjacent enemies)Shaper +10 (Yuuzhan Vong allies within 6 squares get +10 Damage. This bonus damage is multiplied by critical hits.)

User Comments(Ruhk): Finally the vong are able to deal with Damage Reduction. +10 damage and its not even a CE. Yum!

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum